Team Fortress 2 patch overhauls matchmaking, revamps aggressive mode

Team Fortress 2 simply acquired a giant replace that focuses on bettering matchmaking, each for informal in addition to aggressive.

One of the most important criticisms towards Team Fortress 2 in recent times, particularly after the arrival of video games like Overwatch, is that its matchmaking is a multitude. It’s hardly ever truthful for brand spanking new gamers, and it doesn’t push present gamers to enhance.

Valve is tackling this in a giant approach with this patch. The replace brings important modifications to each informal and aggressive modes that may hopefully modernise an archaic side of Team Fortress 2.

Starting off with informal, Valve now makes use of the Glicko ability score (utilized in CS:GO) to match gamers with others in an identical ability stage. When voting on a map on the finish of the match, solely maps for the present recreation mode will present up.

For aggressive, Valve made it so gamers will even be rated based mostly on the Glicko score system. The 18 aggressive ranks beforehand accessible have been lower to 13, and everybody’s ranks have been reset.

Now, you have to to win ten matches, which earns you one of many 13 ranks. Those who don’t personal a Competitive Matchmaking Pass should now be informal stage three or increased, in addition to being a premium person and having a cellphone quantity related to their Steam account in the event that they wish to play aggressive.

The replace additionally introduces a few welcome options, reminiscent of the power to queue whereas enjoying in boot camp or throughout an informal match. You’re now additionally capable of queue for a number of matches on the similar time. For occasion, you possibly can queue for all recreation modes. As quickly as you settle for a aggressive or Mann Up match, you’ll be faraway from different queues.

Team Fortress 2 patch overhauls matchmaking, revamps aggressive mode

Check out all of the patch notes under:

Matchmaking modifications

Competitive revamp

  • The matchmaking system used for Competitive Mode has been overhauled. Players will now be ranked utilizing a mannequin based mostly on the Glicko score system utilized in CS:GO.
  • The previous 18 Competitive ranks have been consolidated into 13 new ranks.
  • Competitive ranks have been reset and gamers should win 10 matches to earn a brand new Competitive rank
  • The necessities to entry Competitive Mode have modified: If you don’t personal a Competitive Matchmaking Pass, you should now be at the least Casual stage three along with being a Premium person and having a legitimate cellphone quantity related along with your account.

Casual modifications

  • Casual Mode now makes use of the Glicko ability score system behind the scenes to raised create balanced matches and group gamers by ability stage
  • The maps listed within the Casual matchmaking display screen are actually sorted alphabetically
  • Added ctf_sawmill, ctf_well, cp_5gorge, ctf_2fort_invasion, and ctf_foundry to Casual Mode
  • Updated the match-end map voting to solely vote on maps for the present recreation mode (if you’re enjoying Payload, you’ll solely vote on Payload maps)

Queue whereas enjoying

  • You can now queue for a match whereas already in a Casual or Boot Camp match
  • While queued and in-game, queue standing will likely be proven within the high proper

Multi-queue

  • You can now queue for a number of match sorts on the similar time
  • Players can queue for all match sorts in parallel, however accepting a Competitive or Mann Up match will take away the participant from different queues
  • Players who’re in a celebration and never the occasion chief are actually capable of freely browse any of the matchmaking menus

Gameplay modifications

Flamethrowers

  • Flamethrowers have been capable of do full harm whatever the unfold of their flames, rewarding maximizing flame unfold over specializing in a goal. We’ve made modifications geared towards preserving the present harm vary of flamethrowers, however requiring higher purpose to take action.
  • Flame harm per second now ramps up based mostly on density of flame encountered, as much as 200%
  • Initial flame harm per second diminished by 50%, ensuing within the max harm being unchanged

The Dragon’s Fury

  • We are pleased with the design of this weapon, and the playstyle it brings, but it surely ought to require tighter hit tolerances with a view to attain the higher-end of the harm vary
  • The dimension/radius of the fireball has been diminished by 25%
  • Bonus harm towards a burning goal now requires the fireball’s middle to make contact with the goal’s hitbox

The Gas Passer

  • We discovered a few points with the Mann vs. Machine improve “Explode on Ignite” that resulted in it doing much more harm than meant. We’ve elevated base harm to assist offset a number of the discount in output these fixes result in.
  • Changes to the “Explode On Ignite” improve in Mann vs. Machine
  • Damage from the improve now not counts towards the refilling the merchandise’s cost meter
  • Fixed a problem the place explosive harm could possibly be reapplied for every goal within the gasoline cloud
  • Fixed the triggering bot not taking explosion harm
  • Increased explosion harm to 350 (from 250)

The Axtinguisher

  • The gradual deploy time — which is there to assist “pay” for the burst-damage this weapon is able to — hasn’t been very nicely acquired, and we agree that it feels awkward. The design objective of this go is to embrace the idea of a finishing-move weapon — which requires planning, timing, and introduces alternative for “combo” gameplay.

-New design

  • Attacks mini-crit after which extinguish burning targets
  • Receives a harm bonus based mostly on the remaining length of after-burn
  • Added: “Sketchek’s Bequest: Killing blows on burning players grant a speed boost”
  • Base harm diminished by 33%
  • Holster pace 35% slower
  • No random crucial hits

The Thermal Thruster

  • We erred on the facet of conservative with the preliminary design — as this merchandise introduces numerous mobility to a category that’s usually lacked it — however having watched gamers for some time, we expect it’s secure to make it simpler for Pyros to change again to their weapon
  • Holster time diminished to 0.eight seconds (from 1.1)

The Sydney Sleeper

  • Jarate is a strong impact, and this weapon makes it too simple for one Sniper to considerably improve the harm potential of their group. And, not like the Jarate jar, the infinite-range of the rifle means the Sniper could be distant from hazard. These modifications are designed to protect the “Jarate Rifle” identification, however tone it down, add extra reward for the Sniper’s ability by permitting increased first-shot harm output, and provide a approach for gamers who wish to deal with offering area-of-effect Jarate to recharge their Jarate jar extra shortly.
  • Fully-charged physique photographs and headshots now not splash Jarate on gamers across the goal
  • Reduced size of on-hit Jarate to 2 to five seconds (from 2 to eight seconds)
  • Added: “Nature’s Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second”

The Short Circuit

  • The present design of zapping projectiles is attention-grabbing, however we’re not pleased with how a lot it may be finished. While it will be simple to easily improve the metallic price (which we’ve finished earlier than), it will shortly push this weapon into the hardly ever, if ever, used class. Instead, we’ve modified the elemental conduct of the weapon, such that it requires a bit extra anticipation and positioning from the Engineer, has extra ability depth, and will increase the group help potential of this weapon.
  • Alt-fire assault modified to launch a medium-range, projectile-destroying vitality ball. Requires 65 metallic.

Pretty Boy’s Pocket Pistol

  • We underestimated how a lot well being high-skill gamers would have the ability to get well throughout fight.
  • Reduced most (close-range) per-hit heal quantity to three (from 7)

The Panic Attack

  • The latest redesign left this weapon feeling a bit weak close-in, so we’ve elevated the harm potential at point-blank and shut vary.
  • Reduced worst-case shot sample unfold by 40%
  • Reduced harm penalty to -20% (from -30%)

The Atomizer

  • This is mainly a bug repair. Players may carry out a double-jump after which shortly swap to this merchandise and eke out a 3rd leap. The objective of the earlier change was to require gamers to decide to this merchandise with a view to achieve the additional leap.
  • The weapon should now be absolutely deployed earlier than a triple leap could be carried out

Gameplay fixes

  • Fixed the “-40% health from healers” penalty on The Fists of Steel (it wasn’t lively)
  • Fixed a problem with The Gloves of Running Urgently and Eviction Notice the place gamers that have been lacking well being wouldn’t be correctly restored when touching a resupply cupboard
  • Fixed the Cow Mangler 5000’s charged shot in order that afterburn lasts 6 seconds (as an alternative of 10)
  • Fixed a case the place Engineer buildings could possibly be positioned such that gamers would turn into caught when exiting a teleporter (a.ok.a. “teleporter trap”)
  • Fixed Flamethrower particles typically failing to attract on the shopper
  • Fixed Flamethrower flames not colliding with tf_generic_bomb entities
  • Fixed having the ability to fireplace flames after which shortly swap groups to assault teammates
  • Fixed The Loose Cannon persevering with to play the priming sound if the weapon is holstered whereas priming
  • Fixed projectiles from The Pomson 6000 and The Righteous Bison pushing gamers round
  • Fixed the Razorback shields not being preserved throughout spherical restarts
  • Fixed the Dragon’s Fury not giving well being when attacking an enemy below the consequences of Mad Milk
  • Fixed having the ability to load the Beggar’s Bazooka with rockets after which spam the examine key to carry the loaded rockets till prepared to fireplace them
  • Fixed the Heavy having the ability to assault with secondary and melee weapons whereas surprised
  • Fixed having the ability to gather organs with the Vita-Saw throughout a truce
  • Fixed not being Marked-for-Death when doing a melee assault whereas below the consequences of Crit-A-Cola
  • Lag compensation system will now reliably restore pose parameters liable for animation layering
  • This makes server-side hitboxes for lag compensated gamers higher match client-side rendered fashions
  • Fixed stickybombs typically blocking explosive harm from different stickybombs
  • Fixed The Back Scatter not mini-crit’ing when the Scout was within the air and behind their goal
  • Fixed the resistance-piercing property on The Enforcer not working towards some gadgets or results (Wrangler shields, Battalion’s BackUp, Fists of Steel, Spy invisibility passive resistance, The Dead Ringer, Brass Beast and Natascha)
  • Fixed The Sandman and The Wrap Assassin projectiles colliding with invisible objects in group spawn rooms
  • Fixed participant motion pace typically being sooner than meant whereas below the impact of a motion stun (i.e. Natascha, The Sandman’s ranged assault, Bonk! Atomic Punch)

General

  • Added the Blue Moon Cosmetic Case and Blue Moon Cosmetic Key
  • New group cosmetics case with 19 gadgets
  • Reduced the bottom worth of the Competitive Mode Pass from $19.99 USD to $9.99 USD and left it on sale for 50% off the brand new base worth
  • Added The Dragon’s Fury and The Hot Hand to the listing of weapons used when producing Killstreak Kits in Mann vs. Machine
  • The kind of badge proven on the primary menu can now be modified by clicking the gear button close to the badge
  • The in-game motion buttons (Call a vote, Request a coach, and many others.) have been moved to the underside middle of the primary menu
  • Sped up the primary menu display screen transitions. Controlled by way of the ConVar tf_dashboard_slide_time.
  • Party members will now have a standing indicator on their Steam avatar when they’re offline
  • Improved Steam wealthy presence integration based mostly on the participant’s present standing
  • Improved UI when sure match sorts, reminiscent of Mann vs. Machine, are unavailable for upkeep
  • Fixed Squad Surplus Vouchers solely being usable by the occasion chief in Mann vs. Machine
  • Fixed the console, server browser and choices menus typically going behind the primary menu and turning into unclickable
  • Fixed a shopper crash associated to the biking advertisements in the primary menu
  • Fixed a bug associated to the ConTracker not displaying the right variety of earned contract factors
  • Fixed not having the ability to transfer in case you opened the ConTracker menu whereas lifeless and closed it after you respawned
  • Fixed Sniper ragdolls not displaying the right state for the Razorback when the Sniper is killed (drawing when it needs to be hidden and vice-versa)
  • Fixed the match-end map vote menu drawing in case you disconnect from a server throughout a vote after which hook up with a brand new server
  • Fixed not utilizing the preliminary observer level when first connecting to a Casual or Competitive server
  • Fixed not having the ability to spectate observer factors or your individual buildings in Casual Mode
  • Fixed not having the ability to examine the Pain Train in-game
  • Fixed a visible artifact when inspecting the Panic Attack
  • Fixed The Thermal Thruster launch results solely being seen to the wearer
  • Fixed the Heavy fists not displaying the Killstreak sheen
  • Fixed the Yeti Smash taunt not eradicating the Yeti prop if the taunt is ended earlier than the animation is full
  • Fixed Mann vs. Machine robots typically utilizing human voices as an alternative of their robotic voices
  • Fixed Festivized gadgets ignoring another high quality for his or her title (i.e. “Collector’s”)
  • Fixed Festivized Australium weapons not utilizing the right skins for gamers on the BLU group
  • Fixed Festivized Holy Mackerels, Soda Poppers, and Wingers not drawing the festive lights for the BLU group
  • Fixed the Steam Community Market icons for a number of Festivized weapons
  • Fixed coaching bots suiciding within the respawn room
  • Fixed the Prinny Hat and Prinny Pouch not displaying their painted areas when painted
  • Fixed The Hot Hand being hidden when the Pyro taunts
  • Fixed the Deflect Projectiles unusual half not counting deflections
  • Fixed the Engineer’s PDA not all the time honoring the “Use minimized viewmodels” choice
  • Fixed lacking show attribute for the Rescue Ranger (shopper show concern solely)
  • Fixed seeing “Red Rock Roscoe War Paint” as a legitimate software for all gadgets within the context menu
  • Fixed the Community Sparkle particle impact not drawing on the viewmodel for gamers with Community and Self-Made weapons
  • Fixed the Wrangler’s loss of life discover icon being clipped
  • Fixed the Overtime label not being centered below the group standing HUD
  • Fixed the Sap Auteur achievement not working with all forms of sappers
  • Fixed the Krazy Ivan achievement not requiring the sufferer to be underwater
  • Added RGB sliders for Combat Text within the Advanced Options display screen
  • Added a singular particle impact at any time when a participant performs a “Stomp” assault on one other participant with the Mantreads or The Thermal Thruster
  • Added the BLU pores and skin to the Neo Tokyo War Paint
  • Added the ozfortress Season 21 match medals
  • Added the National Heavy Boxing League match medals
  • Added ETF2L Highlander Season 14 and 6v6 Season 29 match medals
  • Added the Ultimate Ultiduo match medals
  • Added RGL.gg Pick Ban Prolander Participant Season 2 match medal
  • Added the RGL.gg One Day Prolander Cup match medals
  • Added the Palaise match medals
  • Added the Newbie Prolander Cup match medals
  • Added the ESA Rewind II match medals
  • Added the Florida LAN 2018 group medals
  • Added the Journey to the East group medals
  • Added the Canteen Crasher group medals
  • Updated the Harvest Moon, Dead Presidents, and Circling Peace Sign uncommon results to repair show issues
  • Updated the autobalance function to extra shortly reply to group imbalances
  • Will choose one of the best candidates to steadiness the groups then ask the candidates for volunteers
  • If no volunteers are discovered, candidates will likely be switched after they die
  • If no candidates die inside an affordable time frame, candidates will likely be forcibly switched to the opposite group
  • Updated previous Saxxy and Memory Maker gadgets to be Strange
  • Updated the Huntsman contract to present 5 factors as an alternative of four on the Expert goal to repair not having the ability to absolutely full the contract
  • Updated The Jag to repair an issue with the Isotope uncommon impact
  • Updated the group standing HUD to be enabled by default when enjoying on Community servers (for recreation modes aside from Mann vs. Machine)
  • Can be toggled by way of the Adv. Options menu
  • Updated the Thermal Thruster standing icon within the HUD to match the precise mannequin
  • Updated Titanium Tank Participant Medal 2017 so it may be used with title/description tags
  • Updated the outline for the Skullpluggery achievement to make clear what must be finished
  • Updated the equip_region for the Wally Pocket
  • Updated fashions/supplies for The Patriot Peak, The Crit Cloak, and Special Snowflake 2016
  • Updated the localization recordsdata
  • Added a bot navigation file for ctf_turbine
  • Updated pl_badwater
  • Fixed just a few instances the place Pyros may shoot by spawn doorways
  • Updated cp_dustbowl
  • Fixed Pyros taking pictures by the stage three doorways
  • Updated some entities that have been disabled however shouldn’t have been (func_nobuilds, soundscapes, powerlines within the 3dskybox)
  • Updated ctf_foundry
  • Added func_noclip cases to the bottom areas for each BLU and RED to stop nasty sentry places
  • Updated cp_mercenarypark
  • Fixed RED having the ability to shoot by the roof of BLU’s beginning spawn
  • Changes to manage level C
  • BLU’s spawn time has been barely lowered
  • The upper-mid route window now has a small opening for attackers to make use of
  • Players can now not construct on the very high of the crate stack overlooking the management level
  • Increased cowl subsequent to the management level
  • Increased the dimensions of the metallic provide subsequent to the quilt stack
  • Added a vent route that exits behind the brand new cowl
  • Bullets now not undergo the chain fence wall on the ramp connecting decrease and higher
  • Community requests
  • Fixed the Start Disabled logic within the func_nobuild entity
  • Added OnEat, OnEatRed, and OnEatBlue outputs and filter help within the func_croc entity
  • Added ConVar mp_tournament_prevent_team_switch_on_readyup (default 1) to stop group switching on ready-up when utilizing match mo

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